Cleric
Base Class: Cleric

Gods of trickery – such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki – are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

Note: This is a rework of the subclass, prompted by its very strange power level and mixed signals on what it wants to be.

Domain Spells

Trickery Redux Domain Spells
Cleric Level SPELLS
1st charm person, disguise self
3rd mirror image, pass without trace
5th blink, counterspell
7th dimension door, polymorph
9th dominate person, modify memory

Blessing of the Trickster

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature and give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. 

Additionally, you gain the minor illusion cantrip if you don't know it already. It counts as a cleric spell for you, but it doesn't count against your number of spells known.

Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute. The illusion appears in an unoccupied space that you can see within 30 feet of you. You can use a bonus action on your turn to mentally command the duplicate to move up to 30 feet in any direction, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, attack rolls against you have disadvantage, given how distracting the illusion is to the target.

While your duplicate is active, whenever you take damage, you must make a Constitution saving throw. The DC equals 10 or half the damage you take, whichever number is higher. On a failed safe, the duplicate vanishes. If you have the War Caster Feat, you make this Constitution saving throw with advantage. 

Like It Never Happened

Beginning at 6th level, you can escape when needed.

As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Alternatively, if your Invoke Duplicity is active, you may switch places with your duplicate. This switch is completely imperceptible.

Once you use this feature, you can't use it again until you finish a short or long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. You can use a bonus action on your turn to mentally command any number of them to move up to 30 feet in any direction (no action required), but they must remain within 120 feet of you.

Additionally, your duplicates don't count as magical or illusions when seen by creatures with True Sight or effects that detect the presence of magic or that can see through illusions.

Previous Versions

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11/28/2021 1:09:41 AM
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